First QI finished on live, and it was so obviously rushed through from beta that it merits some feedback on that process here. The feature showed some great potential. It’s certainly beating the mindless auto clicking of GbG. However, as was stated in so many posts here, it needed to be rethought. There are many positives, not least the need for the guild to cooperate and communicate. But the time commitment *required* for QI is not insignificant, if you want to build a good to excellent outpost to actually manage to help out. The building and production timers are unforgiving, and with the lack of an editing feature, any mistake will cost you too much time and shards (or supplies) in the early stages to catch up with the guild moving forward faster, which it does need to do if it wants to aim to clear the levels in the allotted time. You could argue that this is a guild issue, and that people will come around to try better next time. Which may be true. But instead, humans being humans, those who can move forward faster get frustrated because they can’t progress optimally, and those who fall behind get frustrated too, because they see that they can not contribute much at all. It can be mitigated by asking people to start focusing only on production for the donation nodes, but again, there are not that many of those, and if someone gives away all they’ve got, particularly troops, then finds that the next node they could have fought with those troops - again, frustration.
In my guild, we did keep an eye on the scoreboard and knew where the main rivals were, but nevertheless, and despite the numerous posts about that also in this forum, the feature has no interaction with other guilds, nor does it actually matter more than a few fragments worth where you end up on that ranking, so there is no incentive to work on the Qi ‘ranking’ either. This lack of interaction with other guilds, by a direct competition, is something that was wished for and should have been easy to implement, and would have made it more fun too.
Irrespective of the merits or flaws with the feature, my main concern now is with how it was processed through testing, the extremely rushed ‘test’ on mobile, which ultimately gave us a feature on live markets with - mainly and predictably concerning mobile - bugs that needed hotfixing, some that weren’t fixed at all like on timers, missing translations of lots of texts, tutorials that should have accompanied this feature being published only after it started (sarcastic applause on that bit of timing, thanks so much) and - most serious of all - divergent versions of the descriptive texts in the feature. On mobile, you have promised significant ‘and more’ rewards for clearing every node, and also for reaching every new level (with the expectation that we obviously should also get the rewards for each previous level). Now you are not giving those, we are only getting the free chests we may have reached through progress. The texts were not changed during all of this first incursion, despite being flagged. There was no announcement about them either. So, now there are people asking where their rewards are? What are you doing about this? And, if I may raise here like I’ve done also on the FoE Discord, what are you going to do about the numerous occasions now where your publishes statements are simply not correct, if not directly misleading?